40k: Redcap’s 1250pt Tournament

kingbreakers-iconRedcap’s December 40k tournament went off well yesterday, ten people attending.  The majority of armies were loyalist Marines, with a sprinkling of Chaos, Eldar, Tau, and Orks.  Colin’s Noise Marines wound up second, Brett’s Orks somewhere in the middle.  I only finished seventh, getting annihilated in the first game by Owen’s Blood Angels, which went on to win, and a closely fought but ultimately crushing loss to Jeremy’s Daemons in the third.

Benn and Adam have Redcap’s 40k tournaments super dialed at this point.  All the small but critical stuff a bunch of us have asked for over time, like posted  terrain specifications and tournament standings formulas, are all getting done, and notably lacking at other similar venues.  As always the missions are straight forward and well balanced, with a number of critical details from the book missions adjusted, like setting a fixed and even numbers of objectives where appropriate.  This diversity of nice looking, well playing tables also really demonstrated their excellent terrain collection, especially with a lot of very thematic setups.  I myself played in a French village, in a lush greenland canyon, and a parched, corrupted desert.  Other tables featured a snowy border checkpoint, ruined mega cathedral, and Imperial loading dock.  Pretty sweet!

Orks invading... no, running away from... an Imperial dockyard.

Orks invading… no, running away from… an Imperial dockyard.

More photos are in the Flickr gallery; I was able to get at least a few of most of the armies.

Army

In dropping my usual list(s) down to 1250 points I wound up with one that was built of my standard elements but felt very different overall:

  • Capt Angholan—Vulkan
  • Sternguard x5 w/ w/ 3x Combi-Meltas
  • Tacticals x10 w/ Razorback, Vet Sgt, Powerfist, Plasmagun, Missile Launcher
  • Tacticals x10 w/ Rhino, Vet Sgt, Melta Bombs, Meltagun, Missile Laucher
  • Devastators x5 w/ Vet Sgt, 2x Plasmacannons, 2x Heavy Bolters
  • Predators x2 w/ Autocannon, Heavy Bolter sponsons
  • Aegis Defense Line w/ Quad-gun

Notably missing are the Librarian, the Sternguard’s Drop Pod, my numerous Landspeeders, and fewer Troops than I usually run even at this point level.  From these changes it was much less alpha/early-strike oriented, and much less able to spam camp objectives.

It’s worth noting that all the games were played on 4×4 boards.

Round 1

First up was Purge the Alien against Owen’s Black Templars-disguised Blood Angels.  This was brutal.  To a large extent I think I was just rusty, not having played at all since last month’s Alternate Universes tournament and still being hesitant enough with 6th edition for that to have a big impact.  I could definitely tell the difference in my play between the 1st and 3rd rounds.

There were really two problems.  One was that my table side was dominated by two large impassable buildings, situated such that I only had two small pockets with clear firing lanes on opposite table edges to deploy into.  With my new gunline oriented army vibe this is a big problem.  I debated castling up behind the buildings almost entirely, but then I would have gotten only at best one round of shooting off before getting assaulted.  In the end my army wound up divided in half with two components relatively unable to support each other due to the terrain.  Owen was thus able to specifically pit his dudes against their best match in my army, e.g., keeping his Land Raider away from my Sternguard melta-bubble and crushing Tacticals on the other table edge.

Damn it, people, I said everybody better bring melta, *everybody*!

Damn it, people, I said everybody better bring melta, *everybody*!

The other issue was his army, essentially a tight, hard brick with only seven units.  Through the first couple turns the only things facing me were that Land Raider Redeemer, a Mortis Pattern Contemptor Dreadnought, a well hidden TL Lascannon Razorback, and some Scouts tucked away in his backfield.  That basically meant I was staring down AV 14, AV 13, and a serious cover save.  With just a few (combi-) meltas on hand, and none particularly mobile at that, the Land Raider was basically unstoppable.  The Contemptor similarly shrugged off what limited Str 7+ shooting I could apply to it, while it in turn rained down tons of high strength shots.

In fairly narrative fashion, the Contemptor climbed up into the top of a ruined steeple and began raining down high strength shots while the Land Raider drove itself like a wedge forward into one of my encampments under its baleful gaze.  A Reclusiarch and Death Company then piled out and annihilated what few Kingbreakers were left standing, turning this into a complete rout.

Hahaha, I will rule this world like a king!  LOLz!

Hahaha, I will rule this world like a king! LOLz!

Somewhat ironically, my traditional lists that I’ve been moving away from and left behind almost entirely this tournament would have been much better suited to this opponent.  Owen would be tough no matter what, and I could do better with this weekend’s list in a rematch when I’m less fuzzy, but this is basically exactly the opponent for which my Melta-Pod Sternguard/Landspeeder Multi-melta fleet/Vulkan re-roll army and aggresive, mobile play-style was designed.  Damn it!

Round 2

Next up was John, a new player, and his Dark Angels, in the Scouring.  To a large extent I had a number of significant lucky breaks go my way this game.  First, tragically for his entirely Deep Striking army, we wound up on a table with tons of rock columns.  I then won table edge selection and used that to fill up the single clear area on the entire board with all of my dudes.  No stranger to aggressive Drop Pod tactics myself, I was careful to leave almost no space for him to come down within my lines, and to have a lot of overlapping fire fields on anything that did land nearby.  The highest value objective also came up right in my ideal location.

Let's go this way!

Let’s go this way!

The terrain, my deployment, and bad scatter all worked to put his Drop Pods down in unfortunate locations.  His warlord Librarian and a Command Squad with Banner of Devastation were wiped out immediately after landing, having only managed to take out a Predator.  In the final substantial lucky break for me, one of his two teleporting Terminator squads mishapped itself out of the game.

Supported by my firebase and with a large portion of his army out unduly early, I was able to spread pretty thinly, with a Combat Squad on one objective, a Tactical Rhino advancing to another, Sternguard eventually running to and clearing one of the Dark Angels’, and Capt Angholan + Squad Scolirus wiping out another DA squad to claim a third objective and a crushing victory.

Though they didn’t last long enough to have a ton of impact, I did like John’s Command Squad fielding multiple meltaguns and a Banner of Devastation.  At some point I expect to start fielding a Kingbreakers Command, it’s almost definitely become a worthwhile & efficient unit this edition.

Noooope, can't get out that way.

Noooope, can’t get out that way.

One very interesting thing that happened in this game was that I actually wound up boxed out in deploying my three objectives.  Between me placing two in my quarter (Vanguard Strike deployment) and John running his across the center diagonal, the geometry worked out that I could not put my third anywhere near my dudes and had to put it in his table half.  Granted, by necessity that means one of his was not too far from my corner, but I was a bit flummoxed for a moment.  I don’t think I’ve ever had that really happen before, an unanticipated consequence of the small 4×4 tables and large number of objectives (6) that I should have anticipated better.

Round 3

Finally I faced Jeremy and his Chaos Daemons in Big Guns Never Tire.  His army is hilarious, in a positive way, because it consists entirely of 6 units: 4 big daemons, and 2 groups of 10 little daemons.  It’s just funny to look around at the various hordes and fleets of flyers and big vehicles… and then see his force very neatly arranged onto an 8.5×11 sheet of paper.

CHAAAAOOOSSSSSSSS!!!

CHAAAAOOOSSSSSSSS!!!

Deployment

I put one objective deep in a corner and he did the same across the table, probably meaning that I would have had to go straight through his heavy hitters to get to it, rather than flanking around like I would hope.  My second also went along my back edge reasonably close to the first, and he put his second at table center, conveniently enough in the middle of a Chaos Shrine offering improved invulnerable and cover saves to the Daemons.

I gave him first turn, thinking otherwise he’d just deploy entirely into reserve and leave me nothing to shoot at.  Some plaguebearers camped out in a ruin around the Chaos backfield objective and basically removed themselves entirely from the game at that point.  Certainly the Kingbreakers never got over there to ask what they were doing or if we could have the objective instead.  The Khorne Prince and two generic Princes then set up a flying vanguard phalanx at table center in front of a Keeper of Secrets.

Let's do this thing.

Let’s do this thing.

Kingbreakers took a few risks in deployment.  Unusually for me, I broke both Tacticals into Combat Squads, on the theory that:

  • Daemons would eat them in assault no matter how big the squads were;
  • One each could then be used as a speed bump, sacrificing itself to keep bad guys away from its partner on an objective for another turn;
  • One would then be able to fire at a daemon and force a grounding check, hopefully enabling the other with a heavy weapon to fire at full effect.

Contrary to the lessons of the first round and my usual preferences for large self-supporting groups, I also broke the army into three groups.  Sternguard, Tacticals, and a Predator camped out in an Aegis encirclement around one objective.  Devastators and the second Predator camped out on the opposite table edge.  Angholan and Tacticals prepared to move toward the center objective, leaving behind a Combat Squad on another.  The main rational was that on a 4×4 table and very clear board with broad sightlines, my relatively large number of 36″ weapons would still be able to support each other all across the back edge, which turned out to be largely true.

Early goings.

Early goings.

Fight!

Those overlapping fire fields then went to work on the daemons as they flitted about.  One generic Prince went down immediately, though he would later make a brief reappearance via Warp Tether.  The Predators both went down and various Marines got Vector Striked, but the two fire camps did a good job at taking down the Khorne and generic Princes that split up to go after them.

In the midst of and following that, the center field featured extended tight action with the Keeper of Secrets.  Angholan was deceived by its tricksy ways and rolled four 1s on his buffed out 2+/3++ to die immediately in combat with the beast.  Tacticals strove bravely against it but were slowly chewed down.  By the time supporting fire could end its rampage, Kingbreakers were left with a single Troop unit to hold the home objectives.

Simultaneously with the end of those fights, a unit of Daemonettes spawned onto the center objective.  Faced with a tough choice, Sternguard trusted the Tacticals to do their duty to the Emperor and handle the Keeper while they attempted to clear this horde off the shrine.  Their valiant effort was for nought though as the daemons managed to sweep them up in their claws, and carried that momentum onto the remaining Tacticals and the Kingbreakers’ home turf.  The Marines stood their ground staunchly, but could not ultimately claim the field of battle.

TO THE DEATH.

TO THE DEATH.

Outcome

Like many great battles, in the end this swung from pretty tight to a crushing win for Jeremy.  I could only contest the one objective—with a single Marine, locked in combat—plus Slay the Warlord, while he claimed an objective, Slay, First Blood, and Linebreaker for the victory.

At one point near the end I could have played more strongly for a draw by sending the Sternguard to support the already-stricken Tacticals on my second objective against the oncoming Keeper.  I consciously decided though to risk a loss and play for the win by attempting to clear the center objective, hoping the Tacticals would also wipe the Keeper and remain to hold their objective.

That didn’t work out, but I can’t complain.  It was a tight and fun game, and any number of small changes in rolls could have tipped it either way.  Even just Angholan (Vulkan) not uterrly failing all of his saves and getting in a single wound on the Keeper would have a good chance of leading to at least a draw.

Umm, yeah, to the death?  Whatever those guys said...  I guess?  Help!

Umm, yeah, to the death? Whatever those guys said… I guess? Help!

Analysis

I’ll have to think more about Daemons and first turn now that they can actually deploy rather than spawn.  Particularly with a bunch of flying creatures and their relative survivability to shooting making it more feasible for the opponent to start them on the board, there’s probably little reason to give them the first go.

In picking table sides I did choose wrongly.  They were both very clear so I didn’t think too hard about it.  There was though on my side a very small impassable building in the center of my deployment zone, while the other side was totally clear between the edges.  That meager couple inches of blocking though did eliminate just a couple potential shots, particularly approaching the endgame.  Though only a slight change, in such tight action in my home field, having those could have made a huge difference.

One huge standout in this game were the heavy bolters in my Devastators.  The unit got decimated by Vector Strikes, but they continued to hang tough and contributed enormously to the game.  Their ability to target the flying creatures and attempt to force ground checks was a big deal, while the plasma cannons were almost useless in this particular game.  I’ve always maintained that the 2x Plasma, 2x Bolter Dev mix is pretty good, even when it was overpriced last edition, and this is yet another reason why in the new 6th edition rules.

For the emperor.

For the emperor.

Lastly, one small note is that in general I really dislike such clear boards despite my recent shooting-oriented efforts.  Redcap’s boards and terrain look so good though that I really like the visuals of the empty-ish, desert themed boards they make, and they ensure just enough key terrain on to make it interesting game-wise.

General Thoughts

This was a great day, even after I got crushed in the opening.  The small boards and well thought out, thematic terrain looked particularly good.  I was also pleased to fight three very different armies, from Owen’s mechanized Power Armour, to John’s alpha-strike Drop Pods & Terminators, to Jeremy’s extremely compact Daemon force, with an especially good game to end the day.  I’m not super sure how I feel about the increasingly static shooting nature of my army, but it’s reasonably credible, and has at least been interesting to experiment with.

Again, more photos are in the Flickr gallery.

Boogedy-boogedy-boo!

Boogedy-boogedy-boo!

40k: White Scars Training Fight

kingbreakers-iconAnother Thursday, another sizable crew at Redcap’s for 40k.  Buford and I had planned to pair up for what he steadfastly insisted on being a friendly training simulation among friendly loyalist chapters.  It wound up a little different though and not a straight up match.  As we were about to deploy a young kid showed up with a fresh new Dark Vengeance box—seriously, he’d bought and assembled all of it (well) sometime between Sunday and Thursday, which is impressive—for his first ever game of 40k.  There wasn’t anybody around hanging out unmatched, so we worked his Dark Angels into my team.

Overwhelm

I frequently wind up playing with guys coming back to 40k after a hiatus.  But it’s been a couple years since I played with someone totally new.  It was somewhat educational to reflect on just what a daunting prospect that is.  Even as a teammate with about 600 points in an 1850 point army, there’s just so much going on.  In an actual game against anything but the most basic Marines (Chaos or Loyalist) or maybe some other basic infantry, it’s also got to be hard to pick up the rhythm with so many special cases.  Here Buford’s bikers were getting turboboosts, Hammer of Wrath attacks, Outflanking, etc., so just all sorts of additional complications.  It was also a good reminder that 40k has a major stamina component.  Even I find it fairly hard sometimes to stay focused on a Thursday as we get down to bottom of the night.  Here the kid was definitely overwhelmed after the first two hours or so.  Really we should have either stopped the game after Turn 3—Buford was killing it anyway—or significantly dropped the points total before we started.

Consider a new player facing the current generation of Necrons, especially Necrons + Forge World, and just imagine all the rule variations and crazy powers going on.

Consider a new player facing the current generation of Necrons, especially Necrons + Forge World, and just imagine all the rule variations and crazy powers going on.

One thing I did find interesting is the different pathways into 40k that are out there now.  For example, I started running through the different units and weapons, and the kid already knew a lot of them.  Turns out he’s read a lot of the Horus Heresy books, played a couple rounds of the Dark Heresy roleplaying game, and finally picked up the box set after watching a couple guys play at the shop on Sunday.

Also, everyone’s aware of this, but that Dark Vengeance box is awesome.  Great miniatures, and the Marine half alone at an off-the-cuff calculation is worth something like $200.

White Scars

Obviously everyone’s talking about how awesome the White Scars are now.  That seems pretty clear when you read the new codex, but for me at least it’s difficult to see exactly how awesome until you see them across the table.  No one advantage seems over the top in isolation, but add them all up and it’s pretty brutal.  Troops that move 12″ and essentially ignore all terrain so they’re stupid fast, are T5 with a 4++ or even 3++ invulnerable so they’re stupidly robust, get a free attack on the charge before you can do anything and that attack at S5 so they’re always ahead in combat, can leave combats at will, and—oh, yeah—both they and their friends can outflank.  Now, I’m not saying it’s unbeatable or broken, but I am saying Buford’s lucky he’s been playing a White Scars biker army since before time began or I’d be giving him a lot more flak about it.

Khaaaaaaaaaaaaaaaan!

Khaaaaaaaaaaaaaaaan!

One thing to watch out for is going up against Khan in a challenge with your Warlord.  He’s not crazy strong, but he gets a fair number of special attacks, and he’s T5.  If you lose though, he gains D3 extra Victory Points.  Obviously that’s not going to come into play all the time, but that’s a big advantage if it happens, so it’s a fair guess many Scars players will have their Khan coming straight for your dude.

The other big thing is the outflanking.  Khan gives Scout to all bikes and units with dedicated transports.  That can be a big deal, e.g., if it means you’ve got a Landraider full of Terminators now coming in directly on top of your home base.  In this game it was especially rough because we rolled for Hammer and Anvil, playing the long direction of the table, so outflanking was particularly brutal in the narrower confines.

Some assaults are just destined to never end.

Some assaults are just destined to never end.

Dice

Going into the tournament on Saturday, there are a couple things I still need to figure out how to remind myself more readily.  One is precision shots/strikes from characters, which seems to be a nearly universally forgotten rule in friendly play.  More specifically to me, I always forget that Salamanders mastercraft one weapon for each character.  Probably I need to put some blue dice or something in my tin to remind myself of that.

40k: 1850pts vs Necrons

kingbreakers-iconThe 40k crowd at Redcap’s was again pretty big last night, there had to be at least 16 people hanging out (a few not playing).  Lovell and I played another really good, super tight match last night.  We basically wound up playing two games: One taking about 20 minutes to setup and 10 minutes to play, and another starting with a highly variant deployment setup…

Army

Slightly revising one of my two current 1850 standard lists, I basically swapped out a Predator for an ADL with Quad-gun:

  • Capt Angholan—Vulkan
  • Librarian Rorschach—Librarian w/ Terminator Armor, Storm Shield
  • Terminators x5 w/ Thunderhammers and Storm Shields
  • Sternguard x5 w/ Drop Pod w/ 3x Combi-Meltas
  • Tacticals x5 w/ Razorback, Powerfist, Plasmagun, Melta Bombs
  • Tacticals x10 w/ Rhino, Missile Laucher, Meltagun
  • Tacticals x10 w/ Missile Launcher, Flamer
  • Devastators x7 w/ 2x Plasmacannons, 2x Heavy Bolters
  • Landspeeders  x3 w/ Multi-Melta, Heavy Flamer
  • Predator w/ Autocannon, Heavy Bolter sponsons
  • Aegis Defense Line w/ Quad-gun

For his core Lovell brought something like his usual HQ court, blob of Warriors, two Night Scythes carrying blobs of Immortals.  Spicing it up though he brought a unit of six Canoptek Acanthrites and a Tesseract Ark.  As a side note, like nearly all of the recent GW and ForgeWorld Necron designs, the Ark is a beautiful model.  I don’t care if it makes sense or not for Necron vehicles to have humanoid pilots, they look awesome.

Run, rabbits, run!

Run, rabbits, run!

Battle

For a change in Lovell’s Relic-stealing trend, we rolled for Purge the Alien (Annihilation) and whatever deployment puts you on the short edges crossing the longer length of the table.  I haven’t played the latter recently and it was interested how it definitely compressed the sides and made a huge mid-field.  On the other hand, it would probably be a more telling different with either army putting more focus on long range artillery.

Lovell took first turn and put down just the Ark and Warriors.  I put down everybody except my Drop Pod of Sternguard and Librarian.  We had a ton of terrain on the board plus a bunch of my foot soldiers were tucked behind the ADL, so his shooting was limited in options and didn’t go well anyway.  The return attack was lethal.  Sternguard and Landspeeders took out the Ark pretty handily with massed Melta, Vulkan and a Combat Squad took down the Royal Court in flames, and everybody else poured high caliber weapons and Bolters into the Warriors.  By the end Lovell had literally a single Warrior left on the table.  Unfortunately there was absolutely nothing more I could do to take that guy and win the game outright in Turn 1.

Ohmygod, seriously, we can't get even one more Bolter brought to bear on this guy?!?!?  You, Rick, in the back, that failed your To Hit roll?  Consider yourself excommunicate traitorus...

Ohmygod, seriously, we can’t get even one more Bolter brought to bear on this guy?!?!? You, Rick, in the back, that failed your To Hit roll? Consider yourself excommunicate traitorus…

Pretty awesomely, from that near-tabling Lovell and his Necrons then fought all the way back to a pretty evenly matched game.  I was definitely ahead in both Kill Points and momentum from there, but it wasn’t a set thing.  A bunch of the Warriors stood back up under that one guy’s direction, the HQ had Everliving and resurrected, and the cavalry arrived in the zooming Night Scythes.

The battle basically broke down into three components: Warriors, Immortals, and a supporting Scythe exchanging fire with my defensive line, comprised of Devastators and a unit on the ADL Quad-gun, on my left flank; Captain Angholan, Terminators, and friends battling the HQ and Acanthrites with support from the Predator in the center of the table; and the Landspeeders and a Tactical Squad going after the other group of Immortals on the right flank.

Of course being new and freshly painted, the ADL Quad-gun managed precisely nothing before being destroyed by a lot of concentrated fire.  Devastators were also subsequently immediately devastated, but not before crippling the opposing infantry on their flank, to be eventually cleaned up by Angholan and friends.  The other components evolved as the Marines managing to encircle and cut off each group of Necrons, pouring fire in and then charging in joint assaults.

Kingreakers' Flying Circus comes to town.

Kingreakers’ Flying Circus comes to town.

Outcome

Kingbreakers carry the day with 6 Kill Points plus First Blood, Warlord, and Linebreaker, against Necrons 5 Kill Points.  Somewhat notably, without even thinking about it we counted the ADL Quad-gun as a Kill Point.  A discussion among the PAGE crew has me thinking that’s probably not correct, but terribly under-specified by the rules either way.

Analysis

On the one hand the ADL didn’t actually do anything before being destroyed.  On the other hand it scared Lovell enough that he put a lot of fire to the Quad-gun instead of my actual dudes, so that is valuable in and of itself.  We had a ton of terrain on the table so the actual barricade wasn’t as useful as it might have been, but I could definitely see the use.  I do need to keep in mind though to not let that be a trap and keep my guys hanging back too far.  In this match I was trying to be conscious of “Well, the gun’s destroyed, and the Devastators gone, lot’s abandon this position and go chop up some Necrons!”

As I’ve been doing lately I started my Terminators on the board in a defensive position.  This has been working out much much better than Reserving them and Deep Striking.  Who knows in the latter when they’ll come in and where they’ll land—even assuming no mishaps.  Even if they arrive early and well they’ll stand there a turn getting shot at before assaulting, and probably not be able to catch up to anything anyway.  Placed defensively on foot they’ll never get to an offensive position, but they’re guaranteed to be there protecting your home turf.  In this case, they were an excellent hard buffer between the Anthracites and my Predator, which they were definitely looking to attack, as well as some Tacticals.

Stay on target!

Stay on target!

Sternguard for a recent change actually got to fill my traditional role for them: Wipe out something important, then do their best to poke at and assault whatever fills that void.  The Librarian is really letting me down though, a huge bummer given his recent paintjob.  Sixth edition’s random powers just make it much too hard to even learn how to use them well, let alone do so.  Psychic Hoods also just aren’t as useful defensively as they used to be.  So, disappointingly, I am thinking about dropping him in favor of another super secret supporting HQ.

Most of all though, I think this game really showed one of the key flavors of the Necrons.  As an elite army they’re just not going to have a ton of units or even models on the table, so it can really feel like you’re losing, and in fact you could be coming perilously close to being utterly tabled.  But there’s always a strong chance you can battle back from a complete hole, as happened here and in some recent previous games.

Everybody line up and remember your anti-Gauss drills!

Everybody line up and remember your anti-Gauss drills!